You'll start out at the waterfall where Kain acquired the Dimension Emblem at, but now it's springtime and everything's alive! Except you. Well, anyway, grab the Health Talisman and fight some annoying Hunters that show up as you do so. Note that after you finish off the normal ones, a giant dude with a Fu-Manchu mustache and a huge hammer will attack you. He's a Strongman, and he hurts. Just a short distance away, a Mage will be possessed by a Hylden. This will happen periodically as Raziel. Once you've dealt with them, climb up and jump off. Deal with some Revenants and unlock the door. Inside, you'll encounter one of those accursed block puzzles. This one's pretty easy though. Climb up the wall and spin the totem. You'll notice a different barricade goes down each time. Move it so you can move the block to the middle. Then do so. Now climb back up, and turn the totem so you can push it under the TK switch. Move the block, then hit the TK switch and move the block back to the center. Voila! The Warp Gate opens.

Head through. You'll see a mural depicting Vorador as quite the handyman, doing such things as building the sword that would become the Soul Reaver. Now head into the main room, and jump down. There are some tendrils down here, but the Fire Forge isn't active. So you'll need to kick some Ancient ghost butt. Go Spectral and phase through the leftmost gate to face your first boss.

BOSS: Nature Wraith

Luckily, she's one of the easiest Wraiths, as her pillar mostly creates, rather than destroys. However, she's still got some very annoying attacks. First off, she has the InVulno Shockwave attack that all wraiths have (Spellcasters have a shockwave as well, but thy aren't invincible while they do it), and she also summons an infinite supply of Elder-esque tendrils to attack you. She also launches a near constant barrage of weird little balls that move erratically: sometimes slow, sometimes fast, sometimes homing, sometimes wandering. However, she possesses nothing in terms of direct attacks, so strike as many times as possible in-between shockwaves, and she should fall easily.

Now, head to the far right, hopefully snagging a soul along the way, and be ready to face your next boss.

BOSS: Conflict Wraith

Connie here's pretty easy too, only fitting for the first bosses. He attacks by summoning up Shadows and launching lances of super-fast energy at you, in addition to the InVulnoTM Shockwave. His difficulty depends on chance mostly, if he hardly summons at all and constantly shoots lances, he can be quite tough. If he mainly summons and shockwaves, he's easier than the Nature Wraith. This is due to the fact that your charge will build very quickly from killing the shadows, allowing you to decimate him with charged attacks.

Once he too is beaten, the Fire Reaver will be fit for the taking. Shift back (just look around for the purple skull, not too hard) and grab the sucka. Hooray, a new reaver! Now use it to light the sconces in the room on the first floor, and then head upstairs via the odd little room nearby. Go to the room with the TK switch. Hit it. Now jump up and light those two, and skedaddle out of the Fire Forge. Go ahead and test out the Fire Reaver on the nearby Revenants. I think you'll be pleased by the result. Now go to the totem and light the torches at the gate, then spin the totem. Go through and deal with the Hunters and Strongman you encounter. Go to the pillars for a cryptic cutscene.

Once it's over, there will be a bunch of Hunters all about. Be sure to grab the TK Rune sometime. Now head to the forward right (right of the Pillars). Grab the Arcane Tome and walk into the obvious trap. Luckily, it goes slightly awry as Hylden possess two of the Hunters. Take the disk and head back to the other obvious trap, near the gate. Place the disk once you're done and keep moving. Some more Hunters, and most likely another possession. Head to the ruins, and deal with the Hunters on the first floor. It's a shame you can't chuck folks around yet&#133; Jump onto the second, taller pillar and go Spectral. Now jump to the second floor and shift back. Deal with the remaining hunters. Now head forward, it's time to get the Wind Reaver. Down at the pond, try to convince Abobo there to join you for a little dip. Unfortunately, they obviously don't teach you how to swim at the Big Top. That done, glide over to the Fire Lock and go through.

Another block puzzle. Go to the left block and pull it right. Now shoot the TK switch. Now pull the right block left. Now stab your reaver into the little hole and fly up to grab that unquestioned master of the Blues (at least among Warp Gate keys), Howlin' Heartstone. Place it on the stand and shoot the TK switch again. Now pull back the right stone. Use the Warp Gate. Jump down the hole. Fire Reaver the whole lot of Revvies down there and slice up the Elder's tendrils. Now go Spectral and face some more bosses! Whoo! Head through the grate and face&#133;

BOSS: Mind Wraith

She's a bit tougher than the earlier Wraiths. She's got the stupid shockwave, but also has a melee attack for when you get too close, as well as slow moving but dogged homing shots. She also has Evil Wizard Cliché Spell # 2: She can create clones of herself to throw you off from the real one. Hack away through trial and error until you whittle them down. Try to save a Magic for facing her, it's extremely helpful.

Go through the hole next to her sarcophagus and climb up, dropping down into a second one.

BOSS: Dimension Wraith

It is actually easier than the Mind Wraith, provided you're quick. It teleports all over the place, attacking with super-quick energy balls and a melee attack that it seldom uses. It doesn't use the shockwave as much, but it teleports a whole bunch, so you'll be chasing it constantly.

Once you've beaten both Wraiths, return to the Forge and kill the Slaughs, then find the purple skull and shift back. Use the Air Forge. Now head over to a climbable patch and climb up, jumping off so you can light the torch across from you. Go around, activating updrafts and lighting torches. None of them are hidden, so it's not necessary to give exact directions. When you get upstairs, arrange the totems so that a door opens when you hit the TK switch. Darken and lighten and so on, then Gate outta there.

Unfortunately, as soon as you leave, you gotta face a whole bunch of Hunters. Some you can send to the fishes, but you'll likely end up fighting quite a few. Try not to fight on the 'steps,' as the camera angle there is far more dangerous than the Hunters. Once they're dealt with, start heading all the way back to the opposite end. There're some Hunter along the way, obviously, but for the most part they can be avoided. Plunge the reaver into the hole, and fly up to finish the chapter.